- 07 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 1 次提交
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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- 05 9月, 2011 1 次提交
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由 zz85 提交于
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- 02 9月, 2011 1 次提交
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由 alteredq 提交于
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- 01 9月, 2011 2 次提交
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由 alteredq 提交于
Masking was real pain to get working with multiple render targets :/. Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
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由 alteredq 提交于
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
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- 31 8月, 2011 4 次提交
- 30 8月, 2011 3 次提交
- 29 8月, 2011 1 次提交
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由 zz85 提交于
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- 17 8月, 2011 2 次提交
- 04 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2011 1 次提交
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由 alteredq 提交于
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- 29 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 17 4月, 2011 1 次提交
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由 alteredq 提交于
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- 14 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 26 3月, 2011 2 次提交
- 23 3月, 2011 1 次提交
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由 Mr.doob 提交于
Updated builds and README.
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- 09 3月, 2011 2 次提交
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由 alteredq 提交于
Also for the moment reverted autoupdate of canvas based textures. This breaks things and proper fix seems to require more efforts :(
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由 alteredq 提交于
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
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- 28 2月, 2011 1 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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- 27 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 2月, 2011 1 次提交
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由 alteredq 提交于
Thanks to @mikaelemtinger ;)
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- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 23 2月, 2011 3 次提交
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由 Mr.doob 提交于
build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 22 2月, 2011 2 次提交
- 29 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 10 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 08 12月, 2010 1 次提交
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由 alteredq 提交于
Firefox doesn't like Typed Array constructors without explicit sizes. Also in Firefox there were some weird artefacts in Perlin noise when using Int8Array (patterns were repeated across diagonal lines).
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